/Engine/Plugins/Runtime/GameplayAbilities/Source/GameplayAbilities/Public/AttributeSet.h
Defines the set of all GameplayAttributes for your game Games should subclass this and addFGameplayAttributeDataproperties to represent attributes like health, damage, etc AttributeSets are added to the actors as subobjects, and then registered with the AbilitySystemComponent It often desired to have several sets per project that inherit from each other You could make a base health set, then have a player set that inherits from it and adds more attributes
[UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(DefaultToInstanced, Blueprintable) class UAttributeSet : public [UObject](API\Runtime\CoreUObject\UObject\UObject)
uint32:  1
bNetAddressable
Is this attribute set safe to ID over the network by name?